Category Learning in Schoolchildren. Its Relation to Age, Academic Marks and Resolution Patterns

2019 ◽  
Vol 22 ◽  
Author(s):  
Cristina Casadevante ◽  
Miriam Romero ◽  
Tatiana Fernández-Marcos ◽  
José Manuel Hernández

Abstract The aim of this research was to study the learning process using an objective and computerized task. The performance of 466 schoolchildren aged between 6 and 11 in a category learning task, the Category Learning Test (CLT), was examined. The results showed evidence of category learning throughout the trials for the whole sample, F(7, 469) = 29.979, p <.001. In addition, categorization performance improved with age, H(2) = 48.475, p <.001. However, there were old children that struggled with the task and young children that performed very well. The ability to learn the categories was related to the children’s behavior when trying to solve the task: the response speed (r = –.217, p <.01) and the organization index (r = .247, p <.01). Nevertheless, performance in the task and academic marks were not related. We discuss the impact of these findings on the promotion and improvement of learning in schools: an intervention to promote slowness and organization might help some children to learn.

2020 ◽  
Author(s):  
Erik Brockbank ◽  
Caren Walker

A large body of research has shown that engaging in explanation improves learning across a range of tasks. The act of explaining has been proposed to draw attention and cognitive resources toward evidence that will support a good explanation—information that is broad, abstract, and consistent with prior knowledge—which in turn aids discovery and generalization. However, it remains unclear whether explanation acts on the learning process via improved hypothesis generation, increasing the probability that the correct hypothesis is considered in the first place, or hypothesis evaluation, the appraisal of the correct hypothesis in light of evidence. In the present study, we address this question by separating the hypothesis generation and evaluation processes in a novel category learning task and quantifying the effect of explanation on each process independently. We find that explanation supports the generation of broad and abstract hypotheses but has less effect on the evaluation of hypotheses.


1978 ◽  
Vol 42 (3) ◽  
pp. 899-908 ◽  
Author(s):  
Kayoko Inagaki

To examine relationships between curiosity as an individual trait and the processes and products of exploratory learning, 51 kindergarten children of age six were given an object curiosity task and an exploratory learning task. The latter was designed to arouse much uncertainty or dissonance and to permit children to engage in further exploration without interference. Highly curious children, as defined by their object curiosity scores, acquired significantly more information through exploration than their low-curiosity counterparts, though they explored in only insignificantly more varied ways. This superiority of highly curious children in exploratory learning test performance remained even when the effect of verbal ability was held constant.


Author(s):  
Nahla Aljojo

<p class="1">The traditional learning process used in schools is outdated.  Students nowadays spend most of their time using technologies for entertainment and to communicate with their friends.  Technology can also be used to present opportunities in teaching difficult subjects, such as mathematics, in a better environment. This project aims to improve the mathematical skills of addition and subtraction in young children aged 6 to 8 by combining education and entertainment in a simple math learning game<em>.  </em>Using ideas from Jerome Bruner’s theory, and Bloom’s Taxonomy of cognitive goals, this application will help children learn and interact effectively with the world around them. This project presents the design and development of a game-based learning application that improves the mathematical skills of young children.  Specifically, our target-users for this application are primary school students who are learning addition and subtraction. This paper provides discussion and guidance on how to evaluate the impact of Mathematics Game-Base Learning Application. The overall results of the experimental study indicate a positive effect of Mathematics Game-Base Learning Application on the learning process.</p>


Author(s):  
Tom Beckers ◽  
Uschi Van den Broeck ◽  
Marij Renne ◽  
Stefaan Vandorpe ◽  
Jan De Houwer ◽  
...  

Abstract. In a contingency learning task, 4-year-old and 8-year-old children had to predict the outcome displayed on the back of a card on the basis of cues presented on the front. The task was embedded in either a causal or a merely predictive scenario. Within this task, either a forward blocking or a backward blocking procedure was implemented. Blocking occurred in the causal but not in the predictive scenario. Moreover, blocking was affected by the scenario to the same extent in both age groups. The pattern of results was similar for forward and backward blocking. These results suggest that even young children are sensitive to the causal structure of a contingency learning task and that the occurrence of blocking in such a task defies an explanation in terms of associative learning theory.


2008 ◽  
Author(s):  
Gamze Baray ◽  
Stephen Wright ◽  
Jane Friesen ◽  
Jasmina Arifovic ◽  
Lisa Giamo ◽  
...  
Keyword(s):  

2015 ◽  
Author(s):  
Michelle Moore ◽  
Kristin Callahan ◽  
Tonya C. Hansel

2014 ◽  
Author(s):  
Shawn Ell ◽  
Steve Hutchinson ◽  
Lauren Hawthorne ◽  
Lauren Szymula ◽  
Shannon K. McCoy

PEDIATRICS ◽  
2016 ◽  
Vol 137 (Supplement 3) ◽  
pp. 154A-154A
Author(s):  
Blythe Berger ◽  
Ronald Seifer ◽  
Ailis Clyne

2020 ◽  
Vol 4 (2) ◽  
pp. 118-129
Author(s):  
Asti Gumartifa ◽  
◽  
Indah Windra Dwie Agustiani

Gaining English language learning effectively has been discussed all years long. Similarly, Learners have various troubles outcomes in the learning process. Creating a joyful and comfortable situation must be considered by learners. Thus, the implementation of effective learning strategies is certainly necessary for English learners. This descriptive study has two purposes: first, to introduce the classification and characterization of learning strategies such as; memory, cognitive, metacognitive, compensation, social, and affective strategies that are used by learners in the classroom and second, it provides some questionnaires item based on Strategy of Inventory for Language Learning (SILL) version 5.0 that can be used to examine the frequency of students’ learning strategies in the learning process. The summary of this study explains and discusses the researchers’ point of view on the impact of learning outcomes by learning strategies used. Finally, utilizing appropriate learning strategies are certainly beneficial for both teachers and learners to achieve the learning target effectively.


Author(s):  
Lita Amalia ◽  
Alda Dwiyana Putri ◽  
Alfajri Mairizki Nurfansyah

The purpose of this paper is to describe the Problem Posing learning model with Task and Forced Strategy. As for the background of this writing is because of difficulties in understanding the material and also lack of enthusiasm of students in learning the material so that the impact on student learning outcomes is still low. The low student learning outcomes are, of course, many factors, one of which is the problem of applying a learning model that is still teacher-centered, so students tend to be passive. For this reason, the teacher can use the Problem Posing learning model that is modified by the task and force strategy (Task and Forced). Problem Posing learning model is a learning model that requires students to develop their systematic reasoning skills in making questions and answering questions. While the task and force strategy (Task and Forced) is a learning strategy that has little effect on students to complete the task until it is completed and on time to avoid the punishment given by the teacher as a consequence. So that students will be motivated in listening, understanding the material delivered and doing assignments on time. By combining this model and strategy can be a solution so that the learning process becomes quality.


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